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  • 1.
    Abdelraheem, Mohamed Ahmed
    et al.
    SICS Swedish ICT AB, SWE.
    Gehrmann, Christian
    SICS Swedish ICT AB, SWE.
    Lindström, Malin
    Blekinge Institute of Technology, Faculty of Computing, Department of Computer Science and Engineering.
    Nordahl, Christian
    Blekinge Institute of Technology, Faculty of Computing, Department of Computer Science and Engineering.
    Executing Boolean queries on an encrypted Bitmap index2016In: CCSW 2016 - Proceedings of the 2016 ACM Cloud Computing Security Workshop, co-located with CCS 2016, Association for Computing Machinery (ACM), 2016, p. 11-22Conference paper (Refereed)
    Abstract [en]

    We propose a simple and efficient searchable symmetric encryption scheme based on a Bitmap index that evaluates Boolean queries. Our scheme provides a practical solution in settings where communications and computations are very constrained as it offers a suitable trade-off between privacy and performance.

  • 2.
    Adamov, Alexander
    et al.
    Kharkiv Natl Univ Radio Elect, NioGuard Secur Lab, Kharkov, Kharkiv Oblast, Ukraine..
    Carlsson, Anders
    Blekinge Institute of Technology, Faculty of Computing, Department of Communication Systems.
    A Sandboxing Method to Protect Cloud Cyberspace2015In: PROCEEDINGS OF 2015 IEEE EAST-WEST DESIGN & TEST SYMPOSIUM (EWDTS), IEEE Communications Society, 2015Conference paper (Refereed)
    Abstract [en]

    This paper addresses the problem of protecting cloud environments against targeted attacks, which have become a popular mean of gaining access to organization's confidential information and resources of cloud providers. Only in 2015 eleven targeted attacks have been discovered by Kaspersky Lab. One of them - Duqu2 - successfully attacked the Lab itself. In this context, security researchers show rising concern about protecting corporate networks and cloud infrastructure used by large organizations against such type of attacks. This article describes a possibility to apply a sandboxing method within a cloud environment to enforce security perimeter of the cloud.

  • 3.
    Angelova, Milena
    et al.
    Technical University of Sofia-branch Plovdiv, BUL.
    Vishnu Manasa, Devagiri
    Blekinge Institute of Technology, Faculty of Computing, Department of Computer Science and Engineering.
    Boeva, Veselka
    Blekinge Institute of Technology, Faculty of Computing, Department of Computer Science and Engineering.
    Linde, Peter
    Blekinge Institute of Technology, The Library.
    Lavesson, Niklas
    Blekinge Institute of Technology, Faculty of Computing, Department of Computer Science and Engineering.
    An Expertise Recommender System Based on Data from an Institutional Repository (DiVA)2018In: Proceedings of the 22nd edition of the International Conference on ELectronic PUBlishing, 2018Conference paper (Refereed)
    Abstract [en]

    Finding experts in academics is an important practical problem, e.g. recruiting reviewersfor reviewing conference, journal or project submissions, partner matching for researchproposals, finding relevant M. Sc. or Ph. D. supervisors etc. In this work, we discuss anexpertise recommender system that is built on data extracted from the Blekinge Instituteof Technology (BTH) instance of the institutional repository system DiVA (DigitalScientific Archive). DiVA is a publication and archiving platform for research publicationsand student essays used by 46 publicly funded universities and authorities in Sweden andthe rest of the Nordic countries (www.diva-portal.org). The DiVA classification system isbased on the Swedish Higher Education Authority (UKÄ) and the Statistic Sweden's (SCB)three levels classification system. Using the classification terms associated with studentM. Sc. and B. Sc. theses published in the DiVA platform, we have developed a prototypesystem which can be used to identify and recommend subject thesis supervisors inacademy.

  • 4.
    Angelova, Milena
    et al.
    Technical University of sofia, BUL.
    Vishnu Manasa, Devagiri
    Blekinge Institute of Technology, Faculty of Computing, Department of Computer Science.
    Boeva, Veselka
    Blekinge Institute of Technology, Faculty of Computing, Department of Computer Science.
    Linde, Peter
    Blekinge Institute of Technology, The Library.
    Lavesson, Niklas
    An Expertise Recommender System based on Data from an Institutional Repository (DiVA)2019In: Connecting the Knowledge Common from Projects to sustainable Infrastructure: The 22nd International conference on Electronic Publishing - Revised Selected Papers / [ed] Leslie Chan, Pierre Mounier, OpenEdition Press , 2019, p. 135-149Chapter in book (Refereed)
    Abstract [en]

    Finding experts in academics is an important practical problem, e.g. recruiting reviewersfor reviewing conference, journal or project submissions, partner matching for researchproposals, finding relevant M. Sc. or Ph. D. supervisors etc. In this work, we discuss anexpertise recommender system that is built on data extracted from the Blekinge Instituteof Technology (BTH) instance of the institutional repository system DiVA (DigitalScientific Archive). DiVA is a publication and archiving platform for research publicationsand student essays used by 46 publicly funded universities and authorities in Sweden andthe rest of the Nordic countries (www.diva-portal.org). The DiVA classification system isbased on the Swedish Higher Education Authority (UKÄ) and the Statistic Sweden's (SCB)three levels classification system. Using the classification terms associated with studentM. Sc. and B. Sc. theses published in the DiVA platform, we have developed a prototypesystem which can be used to identify and recommend subject thesis supervisors in academy.

  • 5.
    Brodka, Piotr
    et al.
    Wroclaw Univ Technol, Inst Informat, PL-50370 Wroclaw, Poland..
    Sobas, Mateusz
    Wroclaw Univ Technol, Inst Informat, PL-50370 Wroclaw, Poland..
    Johnson, Henric
    Blekinge Institute of Technology, School of Computing.
    Profile Cloning Detection in Social Networks2014In: 2014 EUROPEAN NETWORK INTELLIGENCE CONFERENCE (ENIC), IEEE Computer Society, 2014, p. 63-68Conference paper (Refereed)
    Abstract [en]

    Profile cloning is a severe security issue in social networks since it is used to make a profile identical to existing ones. Profile cloning detection creates a possibility to detect frauds that would use people's trust to gather social information. This paper proposes two novel methods of profile cloning detection and also presents state-of-the-art research. The first method is based on the similarity of attributes from both profiles and the second method is based on the similarity of relationship networks. The methods are further evaluated with experiments and the results clearly describes that the proposed methods are useful and efficient compared to existing methods. The paper also stress that profile cloning in Facebook is not only possible but also fairly easy to perform.

  • 6.
    Clementson, Martin
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Creative Technologies.
    Augustsson, John
    User Study of Quantized MIP Level Data In Normal Mapping Techniques2017Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

     The standard MIP mapping technique halves the resolution of textures for each level of the MIP chain. In this thesis the bits per pixel(bpp) is reduced as well. Normal maps are generally used with MIP maps, and todays industry standard for these are usually 24 bpp.The reduction is simulated as there is currently no support for the lower bpp in GPU hardware.

    Objectives: To render images of normal mapped objects with decreasing bpp for each level in a MIP chain and evaluate these against the standard MIP mapping technique using a subjective user study and an objective image comparison method.

    Methods: A custom software is implemented to render the images with quantized normal maps manually placed in a MIP chain. For the subjective experiment a 2AFC test is used, and the objective part consists of a PDIFF test for the images.

    Results: The results indicate that as the MIP level is increased and the bpp is lowered, users can increasingly see a difference.

    Conclusions: The results show that participants can see a difference as the bpp is reduced, which indicates normal mapping as not suitable for this method, however further study is required before this technique can be dismissed as an applicable method

  • 7.
    Erik, Wikström
    Blekinge Institute of Technology, Faculty of Computing, Department of Creative Technologies.
    Expected Damage of Projectile-Like Spell Effects in Games2018Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Background. Many video games make use of particle effects to portray magic abilities known as spells. Different spells may have large variation in behaviour and colour. Aside from their different appearance, the spells often deal a different amount of damage.

    Objectives. The aim of this paper is to evaluate how velocity, scale, and direction, as well as the colour orange and blue affect the expected damage of a projectile-like spell.Methods. A perceptual experiment with a 2AFC was conducted where participants compared various spells with different values of velocity, scale, direction, and colour. The participants were asked to select the spell that they expect to deal the most damage.

    Results. Scale had a larger impact on the expected damage of a spell than velocity. The largest and fastest spells with an added sinus based direction in the x-axis were expected to cause the most damage. However, the difference between these spells and the largest and fastest spells without the added direction was not found to be statistically significant. The orange spells were rated as more damage causing in all cases compared to the blue spells. The difference between the blue and orange preference in two of these cases were however not large enough to be statistically significant.

    Conclusions. The results showed that the visual attributes of a particle-based spell affect its perceived damage with the scale having a greater impact than velocity and orange being the colour most often associated with higher damage. The effect of an added direction could not be evaluated due the result from the direction spells not being statistically significant.

  • 8.
    Fricker, Samuel
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Software Engineering.
    Maksimov, Yuliyan
    Fachhochschule Nordwestschweiz, CHE.
    Pricing of data products in data marketplaces2017In: Lecture Notes in Business Information Processing / [ed] Werder K.,Ojala A.,Holmstrom Olsson H., Springer Verlag , 2017, Vol. 304, p. 49-66Conference paper (Refereed)
    Abstract [en]

    Mobile computing and the Internet of Things promises massive amounts of data for big data analytic and machine learning. A data sharing economy is needed to make that data available for companies that wish to develop smart systems and services. While digital markets for trading data are emerging, there is no consolidated understanding of how to price data products and thus offer data vendors incentives for sharing data. This paper uses a combined keyword search and snowballing approach to systematically review the literature on the pricing of data products that are to be offered on marketplaces. The results give insights into the maturity and character of data pricing. They enable practitioners to select a pricing approach suitable for their situation and researchers to extend and mature data pricing as a topic. © Springer International Publishing AG 2017.

  • 9.
    Frid Kastrati, Mattias
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Creative Technologies.
    Goswami, Prashant
    Blekinge Institute of Technology, Faculty of Computing, Department of Creative Technologies.
    Selective rasterized ray-traced reflections on the GPU2016In: Eurographics Proceedings STAG 2016 / [ed] Andrea Giachetti and Silvia Biasotti and Marco Tarini, Eurographics - European Association for Computer Graphics, 2016Conference paper (Refereed)
    Abstract [en]

    Ray-tracing achieves impressive effects such as realistic reflections on complex surfaces but is also more computationally expensive than classic rasterization. Rasterized ray-tracing methods can accelerate ray-tracing by taking advantage of the massive parallelization available in the rasterization pipeline on the GPU. In this paper, we propose a selective rasterized raytracing method that optimizes the rasterized ray-tracing by selectively allocating computational resources to reflective regions in the image. Our experiments suggest that the method can speed-up the computation by up to 4 times and also reduce the memory footprint by almost 66% without affecting the image quality. We demonstrate the effectiveness of our method using complex scenes and animations.

  • 10.
    Hu, Yan
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Creative Technologies.
    Sundstedt, Veronica
    Blekinge Institute of Technology, Faculty of Computing, Department of Creative Technologies.
    Exploring Biometrics as an Evaluation Technique for Digital Game Addiction Prevention2018In: Journal of Behavioral Addictions, ISSN 2062-5871, E-ISSN 2063-5303, Vol. 7, p. 15-15Article in journal (Other academic)
  • 11.
    Javadi, Mohammad Saleh
    Blekinge Institute of Technology, Faculty of Engineering, Department of Mathematics and Natural Sciences.
    Computer Vision Algorithms for Intelligent Transportation Systems Applications2018Licentiate thesis, comprehensive summary (Other academic)
    Abstract [en]

    In recent years, Intelligent Transportation Systems (ITS) have emerged as an efficient way of enhancing traffic flow, safety and management. These goals are realized by combining various technologies and analyzing the acquired data from vehicles and roadways. Among all ITS technologies, computer vision solutions have the advantages of high flexibility, easy maintenance and high price-performance ratio that make them very popular for transportation surveillance systems. However, computer vision solutions are demanding and challenging due to computational complexity, reliability, efficiency and accuracy among other aspects.

    In this thesis, three transportation surveillance systems based on computer vision are presented. These systems are able to interpret the image data and extract the information about the presence, speed and class of vehicles, respectively. The image data in these proposed systems are acquired using Unmanned Aerial Vehicle (UAV) as a non-stationary source and roadside camera as a stationary one. The goal of these works is to enhance the general performance in accuracy and robustness of the systems with variant illumination and traffic conditions.

    This is a compilation thesis in systems engineering consists of three parts. The red thread through each part is a transportation surveillance system. The first part presents a change detection system using aerial images of a cargo port. The extracted information shows how the space is utilized at various times for further management and development of the port. The proposed solution can be used at different viewpoints and illumination levels e.g. sunset. The method is able to transform the images taken from different viewpoints and match them together and then using a proposed adaptive local threshold to detect discrepancies between them. In the second part, a vision-based vehicle's speed estimation system is presented. The measured speeds are essential information for law enforcement as well as estimation of traffic flow at certain points on the road. The system employs several intrusion lines to extract the movement pattern of each vehicle (non-equidistant sampling) as an input feature to the proposed analytical model. In addition, other parameters such as camera sampling rate and distances between intrusion lines are also taken into account to address the uncertainty in the measurements and to obtain the probability density function of the vehicle's speed. In the third part, a vehicle classification system is provided to categorize vehicles into “private cars", “light trailers", “lorry or bus" and “heavy trailer". This information can be used by authorities for surveillance and development of the roads. The proposed system consists of multiple fuzzy c-means clusterings using input features of length, width and speed of each vehicle. The system has been constructed using prior knowledge of traffic regulations regarding each class of vehicle in order to enhance the classification performance.

  • 12.
    Jerčić, Petar
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Creative Technologies.
    Sennersten, Charlotte
    CSIRO Mineral Resources, AUS.
    Lindley, Craig
    Intelligent Sensing and Systems Laboratory, CSIRO ICT Centre, AUS .
    Modeling cognitive load and physiological arousal through pupil diameter and heart rate2018In: Multimedia tools and applications, ISSN 1380-7501, E-ISSN 1573-7721Article in journal (Refereed)
    Abstract [en]

    This study investigates individuals’ cognitive load processing abilities while engaged on a decision-making task in serious games, to explore how a substantial cognitive load dominates over the physiological arousal effect on pupil diameter. A serious game was presented to the participants, which displayed the on–line biofeedback based on physiological measurements of arousal. In such dynamic decision-making environment, the pupil diameter was analyzed in relation to the heart rate, to evaluate if the former could be a useful measure of cognitive abilities of individuals. As pupil might reflect both cognitive activity and physiological arousal, the pupillary response will show an arousal effect only when the cognitive demands of the situation are minimal. Evidence shows that in a situation where a substantial level of cognitive activity is required, only that activity will be observable on the pupil diameter, dominating over the physiological arousal effect indicated by the pupillary response. It is suggested that it might be possible to design serious games tailored to the cognitive abilities of an individual player, using the proposed physiological measurements to observe the moment when such dominance occurs. © 2018, The Author(s).

  • 13.
    Karlsson, Christoffer
    Blekinge Institute of Technology, Faculty of Computing, Department of Creative Technologies. 1987.
    The performance impact from processing clipped triangles in state-of-the-art games.2018Independent thesis Advanced level (degree of Master (One Year)), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Background. Modern game applications pressures hardware to its limits, and affects how graphics hardware and APIs are designed. In games, rendering geometry plays a vital role, and the implementation of optimization techniques, such as view frustum culling, is generally necessary to meet the quality expected by the customers. Failing to optimize a game application can potentially lead to higher system requirements or less quality in terms of visual effects and content. Many optimization techniques, and studies of the performance of such techniques exist. However, no research was found where the utilization of computational resources in the GPU, in state-of-the-art games, was analyzed.

    Objectives. The aim of this thesis was to investigate the potential problem of commercial game applications wasting computational resources. Specifically, the focus was set on the triangle data processed in the geometry stage of the graphics pipeline, and the amount of triangles discarded through clipping.

    Methods. The objectives were met by conducting a case study and an empirical data analysis of the amount triangles and entire draw calls that were discarded through clipping, as well as the vertex data size and the time spent on processing these triangles, in eight games. The data was collected using Triangelplockaren, a tool which collects the triangle data that reaches the rasterizer stage. This data was then analyzed and discussed through relational findings in the results.

    Results. The results produced consisted of 30 captures of benchmark and gameplay sessions. The average of each captured session was used to make observations and to draw conclusions.

    Conclusions. This study showed evidence of noteworthy amounts of data being processed in the GPU which is discarded through clipping later in the graphics pipeline. This was seen in all of the game applications included in this study. While it was impossible to draw conclusions regarding the direct impact on performance, it was safe to say that the performance relative to the geometry processed was significant in each of the analyzed cases, and in many cases extreme.

  • 14.
    Karlsson, Christoffer
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Creative Technologies.
    Schachtschabel, Lukas
    Blekinge Institute of Technology, Faculty of Computing, Department of Creative Technologies.
    Legible Tone Mapping: An evaluation of text processed by tone mapping operators2016Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Context. Tone mapping operators (TMO) are designed to reduce the dynamicrange of high dynamic range images so that they can be presented onstandard dynamic range display devices. Many operators focus on creatingperceptually similar images.

    Objectives. This thesis aims to investigate how dierent TMOs reproducephotographed text. The underlying reason being to test the contrast reproductionof each TMO.

    Methods. An experiment has been performed in order to investigate thelegibility of photographed and tone mapped text. A user study was conducted,in which 18 respondents partook, where respondents were to ratehow much of the text in each photograph that they found to be legible.

    Results. Due to low participation, the results of the experiment are mostlyinconclusive. However, some tendencies have been observed and analyzedand they fall in line with previous work within the area.

    Conclusions. The main conclusion that can be drawn from the results isthat the TMO presented by Kuang [11] is rated as better than the TMOsby Fattal [7] and Kim and Kautz [10].

  • 15.
    Karlsson, Julia
    Blekinge Institute of Technology, Faculty of Computing, Department of Creative Technologies.
    Using graphical attributes to influence the perception of safety in a 3D environment2016Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Context. Most games make use of graphics to create an environment that fits the mood they wish to convey. To use a game's graphical attributes such as colour, shape and texture to their utmost ability, knowing how these are perceived could help.

    Objective. This paper tries to determine how graphical attributes such as colour, texture, and shapes affect the perceived safety of a path inside a 3d environment.

    Method. To reach the objective, an experiment was conducted with 20 participants. The experiment was a two-alternative forced-choice (2AFC) test of 38 pairs of images, where each pair contained two versions of a tunnel entrance scene rendered using different graphical attributes. Each difference was based around either colour (warm and cold colour schemes), shape (round, wide, angular and thin), or texture (rugged, neutral and sterile).

    Results. The experiment generated results that varied compared to the expected results. For instance, the wider shapes were seen as safer compared to the thinner shapes, as was the same result with rounder shapes being perceived safer than angular shapes. Although a few preferred the cold colour scheme, the warmer colour scheme was seen as safer by the majority. While expected to be perceived as less safe than neutral textures but more than the rugged ones, the sterile texture was actually most commonly seen as safe.

    Conclusions. The main conclusion that was made is that colour, texture and shape can be applied to change the perception of safety in a scene. However, when opposing attributes are used in combination, the result might be based on how dominant the attribute is. The dominance of the graphical attributes could be an interesting topic for future work.

  • 16.
    Khambhammettu, Mahith
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Computer Science and Engineering.
    Persson, Marie
    Blekinge Institute of Technology, Faculty of Computing, Department of Computer Science and Engineering.
    Analyzing a Decision Support System for Resource Planning and Surgery Scheduling2016In: Procedia Computer Science / [ed] Martinho R.,Rijo R.,Cruz-Cunha M.M.,Bjorn-Andersen N.,Quintela Varajao J.E., Elsevier, 2016, Vol. 100, p. 532-538Conference paper (Refereed)
    Abstract [en]

    This study aims to propose a decision support system based on optimization modelling for operating room resource planning and sequence dependent scheduling of surgery operations. We conduct a simulation experiment using real world data collected from the local hospital to evaluate the proposed model. The obtained results are compared with real surgery schedules, planned at the local hospital. The experiment shows that the efficiency of schedules produced by the proposed model are significantly improved, in terms of less surgery turnover time, increased utilization of operating rooms and minimized make-span, compared to the real schedules. Moreover, the proposed optimization based decision support system enables analysis of surgery scheduling in relation to resource planning.

  • 17.
    Komu, Miika
    et al.
    Ericsson Res, FIN.
    Morabito, Roberto
    Ericsson Res, FIN.
    Kauppinen, Tero
    Ericsson Res, FIN.
    Kjallman, Jimmy
    Ericsson Res, FIN.
    Yao, Yong
    Blekinge Institute of Technology, Faculty of Computing, Department of Communication Systems.
    Power Consumption in Remote Gaming: an Empirical Evaluation2016In: 2016 IEEE Conference on Computer Communications Workshops (INFOCOM WKSHPS), IEEE, 2016Conference paper (Refereed)
    Abstract [en]

    The thin-client approach for gaming is becoming more popular. For instance, Nvidia Shield, Valve Steam and Shinra technologies have offerings based on the concept. In remote cloud gaming, the game is being executed and processed in the cloud while the user receives a video and audio stream of the game, in a very similar way as with remote desktop clients. At the same time, clouds are moving towards the end-users as "edge clouds" with different standardization bodies, such Open Mobile Edge Cloud and Open Fog Consortium, giving momentum for the efforts. Were remote gaming approaches to utilize edge clouds, the games could be played without installing any infrastructure at the homes of end-users while keeping network delays to the latency-sensitive games low. While waiting for such edge-cloud deployments to substantiate, even regional clouds could be utilized for the purpose. In such environments, remote cloud gaming can already now be utilized by game companies as an alternative to traditional download-and-install games in order to support, e.g., anti-piracy protection. While the incentives for the game companies are relatively clear, the end-user experience has been investigated mainly from the viewpoint of latency. In this paper, we fill a research gap related to energy efficiency by showing that mobile phone users can save between 12 and 32 % power by utilizing remote gaming instead of playing with a native app. Our prototype is based on GamingAnywhere open-source software for which we have also integrated a gamepad for easier controls. We show power measurements both with a 2D and 3D games, and also additional measurements with a smart TV-stick.

  • 18.
    Kusetogullari, Hüseyin
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Computer Science and Engineering.
    Yavariabdi, Amir
    Karatay University, TUR.
    Evolutionary multiobjective multiple description wavelet based image coding in the presence of mixed noise in images2018In: Applied Soft Computing, ISSN 1568-4946, E-ISSN 1872-9681, Vol. 73, p. 1039-1052Article in journal (Refereed)
    Abstract [en]

    In this paper, a novel method for generation of multiple description (MD) wavelet based image coding is proposed by using Multi-Objective Evolutionary Algorithms (MOEAs). Complexity of the multimedia transmission problem has been increased for MD coders if an input image is affected by any type of noise. In this case, it is necessary to solve two different problems which are designing the optimal side quantizers and estimating optimal parameters of the denoising filter. Existing MD coding (MDC) generation methods are capable of solving only one problem which is to design side quantizers from the given noise-free image but they can fail reducing any type of noise on the descriptions if they applied to the given noisy image and this will cause bad quality of multimedia transmission in networks. Proposed method is used to overcome these difficulties to provide effective multimedia transmission in lossy networks. To achieve it, Dual Tree-Complex Wavelet Transform (DT-CWT) is first applied to the noisy image to obtain the subbands or set of coefficients which are used as a search space in the optimization problem. After that, two different objective functions are simultaneously employed in the MOEA to find pareto optimal solutions with the minimum costs by evolving the initial individuals through generations. Thus, optimal quantizers are created for MDCs generation and obtained optimum parameters are used in the image filter to remove the mixed Gaussian impulse noise on the descriptions effectively. The results demonstrate that proposed method is robust to the mixed Gaussian impulse noise, and offers a significant improvement of optimal side quantizers for balanced MDCs generation at different bitrates. © 2018 Elsevier B.V.

    The full text will be freely available from 2019-11-19 13:54
  • 19.
    Linde, Peter
    Blekinge Institute of Technology, The Library.
    BTH Newsletter on Science Publishing and Information about Research Funding: December 20162016Other (Other (popular science, discussion, etc.))
  • 20.
    Linde, Peter
    Blekinge Institute of Technology, The Library.
    BTH Newsletter on Science Publishing and Information about research funding: December 20172017Other (Other (popular science, discussion, etc.))
  • 21.
    Linde, Peter
    Blekinge Institute of Technology, The Library.
    BTH Newsletter on Science Publishing and Information about Research Funding: June 20162016Other (Other (popular science, discussion, etc.))
  • 22.
    Linde, Peter
    Blekinge Institute of Technology, The Library.
    BTH Newsletter on Science Publishing and Information about research funding: June 20172017Other (Other (popular science, discussion, etc.))
  • 23.
    Linde, Peter
    Blekinge Institute of Technology, The Library.
    BTH Newsletter on Science Publishing and Information about research funding: March 20172017Other (Other (popular science, discussion, etc.))
  • 24.
    Linde, Peter
    Blekinge Institute of Technology, The Library.
    BTH newsletter on science Publishing and Information about Research Funding: September 20162016Other (Other (popular science, discussion, etc.))
  • 25.
    Linde, Peter
    Blekinge Institute of Technology, The Library.
    BTH Newsletter on Science Publishing and Information about research funding: September 20172017Other (Other (popular science, discussion, etc.))
  • 26.
    Linde, Peter
    Blekinge Institute of Technology, The Library.
    Hur ser forskningssamarbetet ut på BTH?: Samförfattarskap, nyckelord, tidskrifter och organisationer2016Other (Other (popular science, discussion, etc.))
    Abstract [sv]

    Jag med hjälp av data från ISI Web of Science mellan åren 2013-mars 2016 samt data från vår egen publiceringsdatabas under samma tidsperiod, gjort visualiseringar av samförfattande, nyckelord och citerade tidskrifter samt medförfattares affilieringar för att få ledtrådar hur forskningssamarbete och -publiceringar ser ut den aktuella perioden.

  • 27.
    Linde, Peter
    Blekinge Institute of Technology, The Library.
    Statistik över nedladdade fulltextfiler och mest besökta publikationer i BTHs DiVA-databas juni-nov. 20152015Other (Other (popular science, discussion, etc.))
  • 28.
    Linde, Peter
    et al.
    Blekinge Institute of Technology, The Library.
    Ahnström, Eva-Lisa
    Blekinge Institute of Technology, The Library.
    BTH Newsletter on Science Publishing and Information about Research Funding: March 20162016Other (Other (popular science, discussion, etc.))
  • 29.
    Linde, Peter
    et al.
    Blekinge Institute of Technology, The Library.
    Eva-Lisa, Ahnström
    Blekinge Institute of Technology, The Library.
    BTH Newsletter on Science Publishing and Information about research funding: December 20152015Other (Other (popular science, discussion, etc.))
  • 30.
    Liu, Fengming
    et al.
    Shandong Normal University, CHI.
    Zhu, Xiaoqian
    Shandong Normal University, CHI.
    Hu, Yuxi
    UC Davis, USA.
    Ren, Lehua
    Shandong Normal University, CHI.
    Johnson, Henric
    Blekinge Institute of Technology, Faculty of Computing, Department of Computer Science and Engineering.
    A cloud theory-based trust computing model in social networks2017In: Entropy, ISSN 1099-4300, Vol. 19, no 1, article id 11Article in journal (Refereed)
    Abstract [en]

    How to develop a trust management model and then to efficiently control and manage nodes is an important issue in the scope of social network security. In this paper, a trust management model based on a cloud model is proposed. The cloud model uses a specific computation operator to achieve the transformation from qualitative concepts to quantitative computation. Additionally, this can also be used to effectively express the fuzziness, randomness and the relationship between them of the subjective trust. The node trust is divided into reputation trust and transaction trust. In addition, evaluation methods are designed, respectively. Firstly, the two-dimension trust cloud evaluation model is designed based on node's comprehensive and trading experience to determine the reputation trust. The expected value reflects the average trust status of nodes. Then, entropy and hyper-entropy are used to describe the uncertainty of trust. Secondly, the calculation methods of the proposed direct transaction trust and the recommendation transaction trust involve comprehensively computation of the transaction trust of each node. Then, the choosing strategies were designed for node to trade based on trust cloud. Finally, the results of a simulation experiment in P2P network file sharing on an experimental platform directly reflect the objectivity, accuracy and robustness of the proposed model, and could also effectively identify the malicious or unreliable service nodes in the system. In addition, this can be used to promote the service reliability of the nodes with high credibility, by which the stability of the whole network is improved. © 2016 by the authors.

  • 31.
    Lopez-Rojas, Edgar
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Computer Science and Engineering.
    Elmir, Ahmad
    Blekinge Institute of Technology, Faculty of Computing, Department of Computer Science and Engineering.
    Axelsson, Stefan
    Norges Teknisk-Naturvitenskapelige Universitet, NOR.
    Paysim: A financial mobile money simulator for fraud detection2016In: 28th European Modeling and Simulation Symposium, EMSS 2016 / [ed] Bruzzone A.G.,Jimenez E.,Louca L.S.,Zhang L.,Longo F., Dime University of Genoa , 2016, p. 249-255Conference paper (Refereed)
    Abstract [en]

    The lack of legitimate datasets on mobile money transactions to perform research on in the domain of fraud detection is a big problem today in the scientific community. Part of the problem is the intrinsic private nature of financial transactions, that leads to no public available data sets. This will leave the researchers with the burden of first harnessing the dataset before performing the actual research on it. This paper propose an approach to such a problem that we named the PaySim simulator. PaySim is a financial simulator that simulates mobile money transactions based on an original dataset. In this paper, we present a solution to ultimately yield the possibility to simulate mobile money transactions in such a way that they become similar to the original dataset. With technology frameworks such as Agent-Based simulation techniques, and the application of mathematical statistics, we show in this paper that the simulated data can be as prudent as the original dataset for research.

  • 32.
    Ma, Liyao
    et al.
    University of Jinan, CHN .
    Sun, Bin
    Blekinge Institute of Technology, Faculty of Computing, Department of Creative Technologies.
    Han, Chunyan
    University of Jinan, CHN .
    Training Instance Random Sampling Based Evidential Classification Forest Algorithms2018In: 2018 21st International Conference on Information Fusion, FUSION 2018, Institute of Electrical and Electronics Engineers Inc. , 2018, p. 883-888Conference paper (Refereed)
    Abstract [en]

    Modelling and handling epistemic uncertainty with belief function theory, different ways to learn classification forests from evidential training data are explored. In this paper, multiple base classifiers are learned on uncertain training subsets generated by training instance random sampling approach. For base classifier learning, with the tool of evidential likelihood function, gini impurity intervals of uncertain datasets are calculated for attribute splitting and consonant mass functions of labels are generated for leaf node prediction. The construction of gini impurity based belief binary classification tree is proposed and then compared with C4.5 belief classification tree. For base classifier combination strategy, both evidence combination method for consonant mass function outputs and majority voting method for precise label outputs are discussed. The performances of different proposed algorithms are compared and analysed with experiments on VCI Balance scale dataset. © 2018 ISIF

  • 33.
    Martin, Eva Garcia
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Computer Science and Engineering.
    Lavesson, Niklas
    Blekinge Institute of Technology, Faculty of Computing, Department of Computer Science and Engineering.
    Doroud, Mina
    Twitter Inc, San Francisco, CA USA..
    Hashtags and followers: An experimental study of the online social network Twitter2016In: SOCIAL NETWORK ANALYSIS AND MINING, ISSN 1869-5450, Vol. 6, no 1, article id UNSP 12Article in journal (Refereed)
    Abstract [en]

    We have conducted an analysis of data from 502,891 Twitter users and focused on investigating the potential correlation between hashtags and the increase of followers to determine whether the addition of hashtags to tweets produces new followers. We have designed an experiment with two groups of users: one tweeting with random hashtags and one tweeting without hashtags. The results showed that there is a correlation between hashtags and followers: on average, users tweeting with hashtags increased their followers by 2.88, while users tweeting without hashtags increased 0.88 followers. We present a simple, reproducible approach to extract and analyze Twitter user data for this and similar purposes.

  • 34.
    Mehri, Vida. A.
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Computer Science and Engineering.
    Tutschku, Kurt
    Blekinge Institute of Technology, Faculty of Computing, Department of Computer Science and Engineering.
    Privacy and trust in cloud-based marketplaces for AI and data resources2017In: IFIP Advances in Information and Communication Technology, Springer New York LLC , 2017, Vol. 505, p. 223-225Conference paper (Refereed)
    Abstract [en]

    The processing of the huge amounts of information from the Internet of Things (IoT) has become challenging. Artificial Intelligence (AI) techniques have been developed to handle this task efficiently. However, they require annotated data sets for training, while manual preprocessing of the data sets is costly. The H2020 project “Bonseyes” has suggested a “Market Place for AI”, where the stakeholders can engage trustfully in business around AI resources and data sets. The MP permits trading of resources that have high privacy requirements (e.g. data sets containing patient medical information) as well as ones with low requirements (e.g. fuel consumption of cars) for the sake of its generality. In this abstract we review trust and privacy definitions and provide a first requirement analysis for them with regards to Cloud-based Market Places (CMPs). The comparison of definitions and requirements allows for the identification of the research gap that will be addressed by the main authors PhD project. © IFIP International Federation for Information Processing 2017.

  • 35.
    Moraes, Ana Louiza Dallora
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Computer Science and Engineering.
    Eivazzadeh, Shahryar
    Blekinge Institute of Technology, Faculty of Engineering, Department of Health.
    Mendes, Emilia
    Blekinge Institute of Technology, Faculty of Computing, Department of Computer Science and Engineering.
    Sanmartin Berglund, Johan
    Blekinge Institute of Technology, Faculty of Engineering, Department of Health.
    Anderberg, Peter
    Blekinge Institute of Technology, Faculty of Engineering, Department of Health.
    Prognosis of Dementia Employing Machine Learning and Microsimulation Techniques: A Systematic Literature Review2016In: Procedia Computer Science / [ed] Martinho R.,Rijo R.,Cruz-Cunha M.M.,Bjorn-Andersen N.,Quintela Varajao J.E., Elsevier, 2016, Vol. 100, p. 480-488Conference paper (Refereed)
    Abstract [en]

    OBJECTIVE: The objective of this paper is to investigate the goals and variables employed in the machine learning and microsimulation studies for the prognosis of dementia. METHOD: According to preset protocols, the Pubmed, Socups and Web of Science databases were searched to find studies that matched the defined inclusion/exclusion criteria, and then its references were checked for new studies. A quality checklist assessed the selected studies, and removed the low quality ones. The remaining ones (included set) had their data extracted and summarized. RESULTS: The summary of the data of the 37 included studies showed that the most common goal of the selected studies was the prediction of the conversion from mild cognitive impairment to Alzheimer's Disease, for studies that used machine learning, and cost estimation for the microsimulation ones. About the variables, neuroimaging was the most frequent used. CONCLUSIONS: The systematic literature review showed clear trends in prognosis of dementia research in what concerns machine learning techniques and microsimulation.

  • 36.
    Nordahl, Christian
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Computer Science and Engineering.
    Grahn, Håkan
    Blekinge Institute of Technology, Faculty of Computing, Department of Computer Science and Engineering.
    Persson, Marie
    Blekinge Institute of Technology, Faculty of Computing, Department of Computer Science and Engineering.
    Boeva, Veselka
    Blekinge Institute of Technology, Faculty of Computing, Department of Computer Science and Engineering.
    Organizing, Visualizing and Understanding Households Electricity Consumption Data through Clustering Analysis.2018In: Organizing, Visualizing and Understanding Households Electricity Consumption Data through Clustering Analysis, https://sites.google.com/view/arial2018/accepted-papersprogram , 2018Conference paper (Refereed)
    Abstract [en]

    We propose a cluster analysis approach for organizing, visualizing and understanding households’ electricity consumption data. We initially partition the consumption data into a number of clusters with similar daily electricity consumption profiles. The centroids of each cluster can be seen as representative signatures of a household’s electricity consumption behaviors. We evaluate the proposed approach by conducting a number of experiments on electricity consumption data of ten selected households. Our results show that the approach is suitable for data analysis, understanding and creating electricity consumption behavior models.

  • 37.
    Oliveira, Pedro Almir
    et al.
    Federal Institute of Maranhão (IFMA), BRA.
    Santos Neto, Pedro
    Universidade Federal do Piaui, BRA.
    Britto, Ricardo
    Blekinge Institute of Technology, Faculty of Computing, Department of Software Engineering.
    Rabêlo, Ricardo De Andrade Lira
    Universidade Federal do Piaui, BRA.
    Braga, Ronyerison
    Universidade Federal do Piaui, BRA.
    Souza, Matheus
    Universidade Federal do Piaui, BRA.
    CIaaS: computational intelligence as a service with Athena2018In: Computer languages, systems & structures, ISSN 1477-8424, E-ISSN 1873-6866, Vol. 54, p. 95-118Article in journal (Refereed)
    Abstract [en]

    Computational Intelligence (CI) is a sub-branch of Artificial Intelligence (AI) that focus on studying adaptive mechanisms to enable intelligent behavior in complex environments. CI techniques have been successful in solving complex problems in many different knowledge areas. However, despite their usefulness, developing solutions based on CI techniques is not a trivial activity, since it involves the codification/adaptation of algorithms to specific context and problems. In this paper, we present and validate through a quasi-experiment a new paradigm to develop CI-based solutions using a more mature version of Athena (2.0): Computational Intelligence as a Service (CIaaS). Using this tool, both researchers and practitioners can design and evaluate CI-based solutions by dragging and dropping components in a visual environment, in a cloud-based platform. The results of the quasi-experiment suggest that our approach can help researchers to design and evaluate CI-based systems in a simple, reliable and fast way. © 2018 Elsevier Ltd

  • 38.
    Olofsdotter Bergström, Annika
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Elovaara, Pirjo
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics. Blekinge Inst Technol, Technosci Studies, S-37435 Karlshamn, Sweden..
    Playing a City2018In: INTERACTIVITY, GAME CREATION, DESIGN, LEARNING, AND INNOVATION / [ed] Brooks, AL Brooks, E Vidakis, N, SPRINGER , 2018, p. 304-313Conference paper (Refereed)
    Abstract [en]

    This paper is based on exploratory interventions in a small city in the south-eastern part of Sweden. The interventions were inspired both by the art movement of Situationists and site-specific games. The activities were also supported by a diversity of theoretical perspectives. During winter 2016 eight women explored by developing playful methods what a city, understood both as a social and material space, could mean for a group of women recently moved to the city. Through the playful approach the project opened up room for participatory design and abled the group to formulate eight rules, also available for other city explorers in other cities.

  • 39.
    Paxling, Linda
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics. Blekinge Inst Technol, Karlshamn, Sweden..
    Design Fiction as Norm-Critical Practice2018In: INTERACTIVITY, GAME CREATION, DESIGN, LEARNING, AND INNOVATION / [ed] Brooks, AL Brooks, E Vidakis, N, SPRINGER , 2018, p. 490-499Conference paper (Refereed)
    Abstract [en]

    The transdisciplinary fields of design and feminist technoscience share a common interest in focusing on the world in a state of always becoming, always changing. Within feminist technoscience, norm-critical perspectives are implemented to shed light on unequal sociotechnical infrastructures. Within design research, generative methods of critical design and design fiction encourage processes of fictional prototyping and storytelling that infuse discussions on what kind of world we want to live in. The purpose of this paper is to illustrate how design fiction can be used as a method to address norm-criticality in media technology education. Based on a week-long design fiction workshop with undergraduate students, three student projects are analyzed in detail. The analysis suggests design fiction can be used as a norm-critical practice to invoke discussions on values and beliefs within media design processes as well as established narratives of futuring.

  • 40. Peltonen, L.-M.
    et al.
    Alhuwail, D.
    Ali, S.
    Badger, M.K.
    Eler, G.J.
    Georgsson, Mattias
    Blekinge Institute of Technology, Faculty of Computing, Department of Creative Technologies.
    Islam, T.
    Jeon, E.
    Jung, H.
    Kuo, C.-H.
    Lewis, A.
    Pruinelli, L.
    Ronquillo, C.
    Sarmiento, R.F.
    Sommer, J.
    Tayaben, J.L.
    Topaz, M.
    Current trends in nursing informatics: Results of an international survey2016In: Studies in Health Technology and Informatics / [ed] Sermeus W.,Weber P.,Procter P.M., IOS Press, 2016, Vol. 225, p. 938-939Conference paper (Refereed)
    Abstract [en]

    Nursing informatics (NI) can help provide effective and safe healthcare. This study aimed to describe current research trends in NI. In the summer 2015, the IMIA-NI Students Working Group created and distributed an online international survey of the current NI trends. A total of 402 responses were submitted from 44 countries. We identified a top five NI research areas: standardized terminologies, mobile health, clinical decision support, patient safety and big data research. NI research funding was considered to be difficult to acquire by the respondents. Overall, current NI research on education, clinical practice, administration and theory is still scarce, with theory being the least common. Further research is needed to explain the impact of these trends and the needs from clinical practice. © 2016 IMIA and IOS Press.

  • 41.
    Petersson Forsberg, Lena
    et al.
    Blekinge Institute of Technology, Faculty of Engineering, Department of Spatial Planning.
    Eriksen, Sara
    Blekinge Institute of Technology, Faculty of Computing, Department of Creative Technologies.
    Could mixed AC/DC power systems support more sustainable communities?2016In: 2016 1st International Conference on Sustainable Green Buildings and Communities, SGBC 2016, Institute of Electrical and Electronics Engineers Inc. , 2016Conference paper (Refereed)
    Abstract [en]

    The main contribution of this paper is to challenge the current understanding in Swedish spatial planning of power systems being, inherently, alternating current (AC) systems. We propose two areas for piloting local direct current (DC) systems as a way of introducing the concept of mixed AC/DC power systems with the aim of supporting more (self-)sustainable local communities. One is local recreational areas, so called 'green spaces' in urban planning. The other is eHealth, when it involves spatial planning and building, or rebuilding existing living space, for supporting healthcare provision in the patient's own home. The paper discusses how mixed AC/DC power systems might be introduced into the current planning discourse and practice in Sweden as part of the necessary reconceptualization of what sustainability means in spatial planning. The paper is based on the authors' previous and on-going research, in spatial planning and eHealth respectively, and has been inspired by the on-going research and development at IIT-M on robust and affordable local DC solutions for Indian households. It is an early-stage exploratory paper based on a recently initiated interdisciplinary dialogue between computer scientists and spatial planning researchers at Blekinge Institute of Technology, Sweden, about green infrastructuring for a more sustainable society. © 2016 IEEE.

  • 42.
    Pettersson, Erik
    Blekinge Institute of Technology, Faculty of Computing, Department of Creative Technologies.
    Social Interaction with Real-time Facial Motion Capture2017Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Context. Social interaction between player avatars is one of the fundamentals of online multiplayer games, where text- and voice chat is used as standard methods for communication. To express emotions, players have the option to use emotes, which are text-based commands to play animations of the player’s avatar.

    Objectives. This study investigates if real-time facial capture could be preferred and more realistic, compared to typing emote commands to play facial animations when expressing emotions to other players.

    Methods. By using two methods for social interaction between players, a user study with 24 participants was conducted in a private conference room. An experiment was created where each participant tested the two methods to perform facial expressions, one consisting of typing emote commands, the other by performing with the calibrated participant’s face in real-time, with a web camera. Each participant performed and ranked the realism of each facial expression, in a survey for each method. A final survey could then determine the method that each participant had greater performance with and the method that was preferred the most.

    Results. The results showed that there was a difference of realism between facial expressions in both methods, where happiness was the most realistic. Disgust and sadness were however poorly rated when expressing these with the face. There was no difference of realism between the methods and which method participants preferred the most. There was however a difference in each participant’s performance with the two methods, where typing emote commands had higher performance.

    Conclusions. The results show that there is no difference of realism and preference, in typing emote commands to play facial animations and performing facial expressions in real-time with the face. There was, however, a difference in performing each method, where performing facial expressions with the face was the lowest. This confirms that the real-time facial capture technology needs improvements, to fully recognize and track the facial features of the human face.

  • 43. Roberts, Kirk
    et al.
    Boland, Mary Regina
    Pruinelli, Lisiane
    Dcruz, Jina
    Berry, Andrew
    Georgsson, Mattias
    Blekinge Institute of Technology, Faculty of Computing, Department of Creative Technologies.
    Hazen, Rebecca
    Sarmiento, Raymond F
    Backonja, Uba
    Yu, Kun-Hsing
    Jiang, Yun
    Brennan, Patricia Flatley
    Biomedical informatics advancing the national health agenda: the AMIA 2015 year-in-review in clinical and consumer informatics.2017In: JAMIA Journal of the American Medical Informatics Association, ISSN 1067-5027, E-ISSN 1527-974X, Vol. E1, p. E185-E190Article in journal (Refereed)
    Abstract [en]

    The field of biomedical informatics experienced a productive 2015 in terms of research. In order to highlight the accomplishments of that research, elicit trends, and identify shortcomings at a macro level, a 19-person team conducted an extensive review of the literature in clinical and consumer informatics. The result of this process included a year-in-review presentation at the American Medical Informatics Association Annual Symposium and a written report (see supplemental data). Key findings are detailed in the report and summarized here. This article organizes the clinical and consumer health informatics research from 2015 under 3 themes: the electronic health record (EHR), the learning health system (LHS), and consumer engagement. Key findings include the following: (1) There are significant advances in establishing policies for EHR feature implementation, but increased interoperability is necessary for these to gain traction. (2) Decision support systems improve practice behaviors, but evidence of their impact on clinical outcomes is still lacking. (3) Progress in natural language processing (NLP) suggests that we are approaching but have not yet achieved truly interactive NLP systems. (4) Prediction models are becoming more robust but remain hampered by the lack of interoperable clinical data records. (5) Consumers can and will use mobile applications for improved engagement, yet EHR integration remains elusive.

  • 44.
    Roth, Robin
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Computer Science.
    Lundblad, Martin
    Blekinge Institute of Technology, Faculty of Computing, Department of Computer Science.
    An Evaluation of Machine Learning Approaches for Hierarchical Malware Classification2019Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    With an evermore growing threat of new malware that keeps growing in both number and complexity, the necessity for improvement in automatic detection and classification of malware is increasing. The signature-based approaches used by several Anti-Virus companies struggle with the increasing amount of polymorphic malware. The polymorphic malware change some minor aspects of the code to be able to remain undetected. Malware classification using machine learning have been used to try to solve this issue in previous research. In the proposed work, different hierarchical machine learning approaches are implemented to conduct three experiments. The methods utilise a hierarchical structure in various ways to be able to get a better classification performance. A selection of hierarchical levels and machine learning models are used in the experiments to evaluate how the results are affected.

    A data set is created, containing over 90000 different labelled malware samples. The proposed work also includes the creation of a labelling method that can be helpful for researchers in malware classification that needs labels for a created data set.The feature vector used contains 500 n-gram features and 3521 Import Address Table features. In the experiments for the proposed work, the thesis includes the testing of four machine learning models and three different amount of hierarchical levels. Stratified 5-fold cross validation is used in the proposed work to reduce bias and variance in the results.

    The results from the classification approach shows it achieves the highest hF-score, using Random Forest (RF) as the machine learning model and having four hierarchical levels, which got an hF-score of 0.858228. To be able to compare the proposed work with other related work, pure-flat classification accuracy was generated. The highest generated accuracy score was 0.8512816, which was not the highest compared to other related work.

  • 45.
    Santos, Beatriz Sousa
    et al.
    Universidade de Aveiro, PRT.
    Dischler, Jean Michel
    Universite de Strasbourg, FRA.
    Adzhiev, Valery
    Bournemouth University, GBR.
    Anderson, Eike Falk
    Bournemouth University, GBR.
    Ferko, Andrej
    Comenius University, SVK.
    Fryazinov, Oleg
    Bournemouth University, GBR.
    Ilčík, Martin
    Technische Universitat Wien, AUT.
    Ilčíková, Ivana
    Comenius University, SVK.
    Slavik, Pavel
    Ceske vysoke uceni technicke v Praze, CZE.
    Sundstedt, Veronica
    Blekinge Institute of Technology, Faculty of Computing, Department of Creative Technologies.
    Svobodova, Liba
    Ceske vysoke uceni technicke v Praze, CZE.
    Wimmer, Michael
    Technische Universitat Wien, AUT.
    Zara, Jiri
    Ceske vysoke uceni technicke v Praze, CZE.
    Distinctive Approaches to Computer Graphics Education2018In: Computer graphics forum (Print), ISSN 0167-7055, E-ISSN 1467-8659, Vol. 7, no 1, p. 403-412Article in journal (Refereed)
    Abstract [en]

    This paper presents the latest advances and research in Computer Graphics education in a nutshell. It is concerned with topics that were presented at the Education Track of the Eurographics Conference held in Lisbon in 2016. We describe works corresponding to approaches to Computer Graphics education that are unconventional in some way and attempt to tackle unsolved problems and challenges regarding the role of arts in computer graphics education, the role of research-oriented activities in undergraduate education and the interaction among different areas of Computer Graphics, as well as their application to courses or extra-curricular activities. We present related works addressing these topics and report experiences, successes and issues in implementing the approaches. © 2017 The Eurographics Association and John Wiley & Sons Ltd.

  • 46. Shao, Borong
    et al.
    Lavesson, Niklas
    Blekinge Institute of Technology, Faculty of Computing, Department of Computer Science and Engineering.
    Boeva, Veselka
    Blekinge Institute of Technology, Faculty of Computing, Department of Computer Science and Engineering.
    Shahzad, Raja Khurram
    Blekinge Institute of Technology, Faculty of Computing, Department of Computer Science and Engineering.
    A mixture-of-experts approach for gene regulatory network inference2016In: INTERNATIONAL JOURNAL OF DATA MINING AND BIOINFORMATICS, ISSN 1748-5673, Vol. 14, no 3, p. 258-275Article in journal (Refereed)
    Abstract [en]

    Gene regulatory network (GRN) inference is an important problem in bioinformatics. Many machine learning methods have been applied to increase the inference accuracy. Ensemble learning methods are shown in DREAM3 and DREAM5 challenges to yield a higher inference accuracy than individual algorithms. However, no ensemble method has been proposed to take advantage of the complementarity among existing algorithms from the perspective of network motifs. We propose an ensemble method based on the principle of Mixture-of-Experts ensemble learning. The method can quantitatively evaluate the accuracy of individual algorithms on predicting each type of the network motifs and assign weights to the algorithms accordingly. The individual predictions are then used to generate the ensemble prediction. By performing controlled experiments and statistical tests, the proposed ensemble method is shown to yield a significantly higher accuracy than the generic average ranking method used in the DREAM5 challenge. In addition, a new type of network motif is found in GRN, the inclusion of which can increase the accuracy of the proposed method significantly.

  • 47.
    Silvander, Johan
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Software Engineering.
    Wilson, Magnus
    Blekinge Institute of Technology, Faculty of Computing, Department of Software Engineering.
    Wnuk, Krzysztof
    Blekinge Institute of Technology, Faculty of Computing, Department of Software Engineering.
    Encouraging Business Flexibility by Improved Context Descriptions2017In: Proceedings of the Seventh International Symposium on Business Modeling and Software Design / [ed] Boris Shishkov, SciTePress, 2017, Vol. 1, p. 225-228Conference paper (Refereed)
    Abstract [en]

    Business-driven software architectures are emerging and gaining importance for many industries. As softwareintensive solutions continue to be more complex and operate in rapidly changing environments, there is a pressure for increased business flexibility realized by more efficient software architecture mechanisms to keep up with the necessary speed of change. We investigate how improved context descriptions could be implemented in software components, and support important software development practices like business modeling and requirement engineering. This paper proposes context descriptions as an architectural support for improving the connection between business flexibility and software components. We provide initial results regarding software architectural mechanisms which can support context descriptions as well as the context description’s support for business-driven software architecture, and the business flexibility demanded by the business ecosystems.

  • 48.
    Sjöblom, Mattias
    Blekinge Institute of Technology, Faculty of Computing, Department of Creative Technologies.
    Investigating Gaze Attraction to Bottom-Up Visual Features for Visual Aids in Games2016Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Context. Video games usually have visual aids guiding the players in 3D-environments. The designers need to know which visual feature is the most effective in attracting a player's gaze and what features are preferred by players as visual aid.

    Objectives. This study investigates which feature of the bottom-upvisual attention process attracts the gaze faster.

    Methods. With the use of the Tobii T60 eye tracking system, a user study with 32 participants was conducted in a controlled environment. An experiment was created where each participant looked at a slideshow consisting of 18 pictures with 8 objects on each picture. One object per picture had a bottom-up visual feature applied that made it stand out as different. Video games often have a goal or a task and to connect the experiment to video games a goal was set. This goal was to find the object with the visual feature applied. The eye tracker measured the gaze while the participant was trying to find the object. A survey to determine which visual feature was preferredby the players was also made.

    Results. The result showed that colour was the visual feature with the shortest time to attract attention. It was closely followed by intensity,motion and a pulsating highlight. Small size had the longest attraction time. Results also showed that the preferred visual feature for visual aid by the players was intensity and the least preferred was orientation.

    Conclusions. The results show that visual features with contrast changes in the texture seems to draw attention faster, with colour the fastest, than changes on the object itself. These features were also the most preferred as visual aid by the players with intensity the most preferred. If this study was done on a larger scale within a 3D-environment, this experiment could show promise to help designers in decisions regarding visual aid in video games.

  • 49.
    Sobeh, Abedallah
    Blekinge Institute of Technology, Faculty of Computing, Department of Computer Science.
    Exploration of using Blockchaintechnology for forensically acceptableaudit trails with acceptableperformance impacts2019Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    In this work, we will test the possibility to use Blockchain to preserve data suchas logs. Data inside Blockchain is preserved to be used as digital evidence. Thestudy will examine if Blockchain technology will satisfy the requirement for digitalevidence in a Swedish court. The study will simulate different test scenarios. Eachscenario will be tested on three different hardware configurations. The test has twomain categories, stream test and batch test. In stream test, we test performanceimpact on different systems in case each log is sent in a separate block. While inbatch test, we have two categories batch with data and batch without data. In thistest, we simulate sending 80GB of data each day. In total we send 80GB of data,but the difference here is that we change the time between each block and adjustthe size of the block. In our tests, we focused on three metrics: CPU load, networkbandwidth usage and storage consumption for each scenario. After the tests, wecollected the data and compared the results of each hardware configuration withinthe same scenario. It was concluded that Blockchain does not scale up in streammode, and it is limited to ten blocks/s regardless of hardware configuration. On theother hand, Blockchain can manage 80GB of data each day without stressing systemresources.

  • 50.
    Sundstedt, Veronica
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Creative Technologies.
    Navarro, Diego
    Blekinge Institute of Technology, Faculty of Computing, Department of Creative Technologies.
    Mautner, Julian
    Stillalive Studios, SWE.
    Possibilities and challenges with eye tracking in video games and virtual reality applications2016In: SA 2016 - SIGGRAPH ASIA 2016 Courses, Association for Computing Machinery (ACM), 2016, article id a17Conference paper (Refereed)
    Abstract [en]

    Due to an increase in affordable, reliable and non-intrusive eye trackers the technology has recently been used by the video game industry. This course offers participants the opportunity to get an update on research and developments in gaze-based interaction techniques in combination with other sensors. The course consists of three parts: (1) a review of eye tracking analysis and interaction in video games and virtual reality applications, (2) possibilities and challenges with gaze-based interaction, and (3) lessons learned from developing a commercial video game application using eye tracking along with alternative virtual reality technologies. This course is relevant for everyone who is interested in developing games that use eye tracking as an interaction device. The content is suitable for beginners or experienced delegates who want to learn more about the state of the art and future possibilities in eye tracking combined with other sensors as interaction devices. We believe that games and virtual reality applications have just started to incorporate these new techniques and further research and developments are needed in order to evaluate novel ways to enhance gameplay.

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